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Author SHA1 Message Date
4c7d43fea3 set version to 1.0-alpha
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2026-03-20 15:30:39 +01:00
94563d32c0 Merge pull request 'test mode' (#42) from feature/test-mode into master
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Reviewed-on: #42
2026-03-20 06:25:24 +00:00
9da44700cb test mode
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2026-03-20 07:25:04 +01:00
b72875c42f Merge pull request 'success label border fix' (#41) from bugfix/success-label-border into master
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Reviewed-on: #41
2026-03-20 06:07:24 +00:00
6b4d47a438 success label border fix
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2026-03-20 07:06:52 +01:00
d916ddeeb5 Merge pull request 'feature/imp-97-ascension-meter' (#40) from feature/imp-97-ascension-meter into master
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Reviewed-on: #40
2026-03-19 17:27:41 +00:00
Zoltan Timar
ca883a15bd fix: unknown var
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2026-03-19 18:26:04 +01:00
Zoltan Timar
b4dcdaba58 feat: added ascension meter, done 0-1 asc logic, fixed mysterious man behaviours
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2026-03-19 18:22:06 +01:00
823c3313af Merge branch 'master' of https://git.teletype.hu/games/impostor
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2026-03-19 00:22:42 +01:00
47e41f4054 - added ddr test to main menu\n- tweaked sounds\n- musicator tool base code, needs samples 2026-03-19 00:21:48 +01:00
65e0f131c0 Merge pull request 'Adds the mysterious screen.' (#39) from feature/task98_mysterious_man into master
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Reviewed-on: #39
2026-03-18 21:36:21 +00:00
27 changed files with 462 additions and 49 deletions

View File

@@ -18,6 +18,7 @@ globals = {
"Input", "Input",
"Audio", "Audio",
"AsciiArt", "AsciiArt",
"Ascension",
"Config", "Config",
"Context", "Context",
"Meter", "Meter",

9
.vscode/tasks.json vendored
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@@ -6,12 +6,17 @@
{ {
"label": "Run TIC80", "label": "Run TIC80",
"type": "shell", "type": "shell",
"command": "tic80 --fs=. impostor.lua" "command": "tic80 --fs=. impostor.lua",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
}, },
{ {
"label": "Build & Run TIC80", "label": "Build & Run TIC80",
"type": "shell", "type": "shell",
"command": "make build && tic80 --fs=. impostor.lua", "command": "make clean && make build && tic80 --fs=. impostor.lua",
"problemMatcher": [] "problemMatcher": []
}, },
{ {

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@@ -1,6 +1,7 @@
meta/meta.header.lua meta/meta.header.lua
init/init.module.lua init/init.module.lua
init/init.config.lua init/init.config.lua
init/init.ascension.lua
init/init.context.lua init/init.context.lua
system/system.util.lua system/system.util.lua
system/system.print.lua system/system.print.lua

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@@ -1,6 +1,9 @@
Decision.register({ Decision.register({
id = "go_to_end", id = "go_to_end",
label = "Break the cycle", label = "Break the cycle",
condition = function()
return Ascension.is_complete()
end,
handle = function() handle = function()
Window.set_current("end") Window.set_current("end")
end, end,

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@@ -9,7 +9,8 @@ Decision.register({
focus_center_y = (Config.screen.height / 2) - 18, focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0, focus_initial_radius = 0,
on_win = function() on_win = function()
MysteriousManWindow.start() local ascended = Ascension.consume_increase()
MysteriousManWindow.start({ skip_text = not ascended })
end, end,
}) })
end, end,

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@@ -1,18 +1,18 @@
Decision.register({ Decision.register({
id = "start_discussion", id = "start_discussion",
label = function() label = function()
if Context.day_count >= 3 then if Context.have_met_sumphore then
return "Talk to Sumphore" return "Talk to Sumphore"
end end
return "Talk to the homeless guy" return "Talk to the homeless guy"
end, end,
handle = function() handle = function()
if Context.day_count < 3 then if not Context.have_met_sumphore then
Discussion.start("homeless_guy", "game") Discussion.start("homeless_guy", "game")
end elseif Ascension.get_level() == 0 then
if Context.day_count >= 3 then Discussion.start("homeless_guy", "game", 4)
else
Discussion.start("sumphore_day_3", "game") Discussion.start("sumphore_day_3", "game")
return
end end
end, end,
}) })

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@@ -46,7 +46,9 @@ Discussion.register({
{ {
question = "My name is Sumphore, nice to meet you.", question = "My name is Sumphore, nice to meet you.",
answers = { answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5 }, { label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
Context.have_met_sumphore = true
end },
}, },
}, },
{ {

169
inc/init/init.ascension.lua Normal file
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@@ -0,0 +1,169 @@
--- @section Ascension
local ASCENSION_MAX_LEVEL = 9
local ASCENSION_WORD = "ASCENSION"
local _increased_this_cycle = false
local _flash_active = false
local _flash_timer = 0
local _flash_total = 0
local FLASH_DURATION = 120
local _fade_active = false
local _fade_timer = 0
local FADE_DURATION = 120
local FADE_COLORS = nil
--- Gets initial ascension state.
--- @within Ascension
--- @return result table Initial ascension state. </br>
--- Fields: </br>
--- * level (number) Current ascension level (0-9).
function Ascension.get_initial()
_increased_this_cycle = false
return {
level = 0,
}
end
--- Gets the current ascension level.
--- @within Ascension
--- @return number The current ascension level (0-9).
function Ascension.get_level()
if not Context or not Context.ascension then return 0 end
return Context.ascension.level
end
--- Gets the maximum ascension level.
--- @within Ascension
--- @return number The maximum ascension level.
function Ascension.get_max_level()
return ASCENSION_MAX_LEVEL
end
--- Increases the ascension level by 1, clamped to the max.
--- @within Ascension
function Ascension.increase()
if not Context or not Context.ascension then return end
Context.ascension.level = math.min(ASCENSION_MAX_LEVEL, Context.ascension.level + 1)
_increased_this_cycle = true
end
--- Returns true if ascension was incremented since the last consume call.
--- @within Ascension
--- @return boolean Whether ascension increased this cycle.
function Ascension.did_increase()
return _increased_this_cycle
end
--- Consumes the increase flag, returning its value and resetting it.
--- @within Ascension
--- @return boolean Whether ascension had increased this cycle.
function Ascension.consume_increase()
local result = _increased_this_cycle
_increased_this_cycle = false
return result
end
--- Returns true when the ascension meter is fully complete (level 10).
--- @within Ascension
--- @return boolean Whether the cycle can be broken.
function Ascension.is_complete()
return Ascension.get_level() >= ASCENSION_MAX_LEVEL
end
--- Draws the ascension meter as individual letters of "ASCENSION".
--- Each letter lights up per level. Drawn beneath existing meter bars.
--- @within Ascension
--- @param x number Left x position.
--- @param y number Top y position.
--- @param options table Optional overrides: lit_color, dim_color, spacing.
function Ascension.draw(x, y, options)
if not Context or not Context.ascension then return end
options = options or {}
local level = Context.ascension.level
if level < 1 then return end
local lit_color = options.lit_color or Config.colors.white
local spacing = options.spacing or 5
for i = 1, level do
local ch = ASCENSION_WORD:sub(i, i)
local color
if i == level and _fade_active then
color = Ascension.get_fade_color()
else
color = lit_color
end
print(ch, x + (i - 1) * spacing, y, color, false, 1, true)
end
end
--- Returns the current fade-in color based on progress through the palette.
--- @within Ascension
--- @return number The palette color index for the current fade step.
function Ascension.get_fade_color()
if not FADE_COLORS then
FADE_COLORS = {
Config.colors.black,
Config.colors.dark_grey,
Config.colors.light_grey,
Config.colors.white,
}
end
if not _fade_active then return Config.colors.white end
local progress = math.min(_fade_timer / FADE_DURATION, 1)
local idx = math.floor(progress * (#FADE_COLORS - 1)) + 1
return FADE_COLORS[idx]
end
--- Starts the fade-in effect for the most recently gained letter.
--- @within Ascension
function Ascension.start_fade()
_fade_active = true
_fade_timer = 0
end
--- Starts the ascension flash effect.
--- @within Ascension
function Ascension.start_flash()
_flash_active = true
_flash_timer = 0
_flash_total = FLASH_DURATION
end
--- Updates and draws the ascension flash overlay.
--- Call once per frame from the main loop.
--- @within Ascension
function Ascension.draw_flash()
if not _flash_active then return end
_flash_timer = _flash_timer + 1
local sw = Config.screen.width
local sh = Config.screen.height
local progress = _flash_timer / FLASH_DURATION
local pulse = math.abs(math.sin(progress * math.pi * 6))
local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
rect(0, 0, sw, sh, flash_color)
if _flash_timer >= _flash_total then
_flash_active = false
Ascension.start_fade()
end
end
--- Updates the fade-in timer. Call once per frame from the main loop.
--- @within Ascension
function Ascension.update_fade()
if not _fade_active then return end
_fade_timer = _fade_timer + 1
if _fade_timer >= FADE_DURATION then
_fade_active = false
end
end
--- Returns whether a flash effect is currently active.
--- @within Ascension
--- @return boolean Whether the flash is playing.
function Ascension.is_flashing()
return _flash_active
end

View File

@@ -17,12 +17,15 @@ Context = {}
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/> --- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/> --- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/> --- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/> --- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/> --- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/> --- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data() function Context.initial_data()
return { return {
current_menu_item = 1, current_menu_item = 1,
test_mode = false,
popup = { popup = {
show = false, show = false,
content = {} content = {}
@@ -33,9 +36,11 @@ function Context.initial_data()
minigame_button_mash = {}, minigame_button_mash = {},
minigame_rhythm = {}, minigame_rhythm = {},
meters = Meter.get_initial(), meters = Meter.get_initial(),
ascension = Ascension.get_initial(),
timer = Timer.get_initial(), timer = Timer.get_initial(),
triggers = {}, triggers = {},
home_norman_visible = false, home_norman_visible = false,
have_met_sumphore = false,
game = { game = {
current_screen = "home", current_screen = "home",
current_situation = nil, current_situation = nil,

View File

@@ -17,3 +17,4 @@ Timer = {}
Trigger = {} Trigger = {}
Discussion = {} Discussion = {}
AsciiArt = {} AsciiArt = {}
Ascension = {}

View File

@@ -23,3 +23,9 @@ Day.register_handler(function()
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY) m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY) m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
end) end)
Day.register_handler(function()
if Context.day_count == 3 then
Ascension.increase()
end
end)

View File

@@ -37,15 +37,18 @@ end
--- @within Discussion --- @within Discussion
--- @param id string The discussion ID to start. --- @param id string The discussion ID to start.
--- @param return_window string The window ID to return to after the discussion. --- @param return_window string The window ID to return to after the discussion.
function Discussion.start(id, return_window) --- @param[opt] start_step number The step index to start from (defaults to 1).
function Discussion.start(id, return_window, start_step)
local discussion = _discussions[id] local discussion = _discussions[id]
if not discussion then if not discussion then
trace("Error: Discussion not found: " .. tostring(id)) trace("Error: Discussion not found: " .. tostring(id))
return return
end end
local step = start_step or 1
if not discussion.steps[step] then step = 1 end
Context.discussion.active = true Context.discussion.active = true
Context.discussion.id = id Context.discussion.id = id
Context.discussion.step = 1 Context.discussion.step = step
Context.discussion.selected_answer = 1 Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0 Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0 Context.discussion.scroll_timer = 0

View File

@@ -152,4 +152,7 @@ function Meter.draw()
end end
print(meter.label, label_x, label_y, meter.color, false, 1, true) print(meter.label, label_x, label_y, meter.color, false, 1, true)
end end
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x, ascension_y, { spacing = 5 })
end end

View File

@@ -5,7 +5,7 @@
--- @within Minigame --- @within Minigame
function Minigame.draw_win_overlay() function Minigame.draw_win_overlay()
local text = "SUCCESS" local text = "SUCCESS"
local tw = #text * 4 local tw = #text * 6
local th = 6 local th = 6
local padding = 4 local padding = 4
local box_w = tw + padding * 2 local box_w = tw + padding * 2

View File

@@ -30,7 +30,6 @@ function Timer.update()
if not in_minigame then if not in_minigame then
t.progress = t.progress + (1 / timer_duration) t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then if t.progress >= 1 then
Day.increase()
t.progress = t.progress - 1 t.progress = t.progress - 1
end end
end end

View File

@@ -397,13 +397,13 @@
-- </MAP> -- </MAP>
-- <SFX> -- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900 -- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000 -- 016:00000000000000400040004000700070007000400040004000700070007000c000c000c000c000c000c000c000c000c000c000c000c000c000c000c0470000000000
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000 -- 017:000000000000000000000000006000600060006000600060106020c030c050c060c080c0a0c0b0c0c0c0c0c0d0c0d0c0e0c0f0c0f0c0f0c0f0c0f0c0400000000000
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000 -- 018:00c000c000c000c000c000c0006000600060006000600060200030005000600080009000a000b000c000d000d000e000e000e000f000f000f000f000500000000000
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000 -- 019:0000000000000000000000d010d010d020d030d050d070d090d0b0d0c0d0e0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0500000000000
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000 -- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000 -- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130580000000000
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800 -- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100400000000800
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004 -- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00 -- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00 -- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
@@ -433,10 +433,10 @@
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000 -- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000 -- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000 -- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:40088d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000 -- 004:49998d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000 -- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- </PATTERNS> -- </PATTERNS>
-- <TRACKS> -- <TRACKS>
-- 000:100001200001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 -- 000:1000012000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ff
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 -- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS> -- </TRACKS>

View File

@@ -4,5 +4,5 @@
-- desc: Life of a programmer -- desc: Life of a programmer
-- site: https://git.teletype.hu/games/impostor -- site: https://git.teletype.hu/games/impostor
-- license: MIT License -- license: MIT License
-- version: 0.8 -- version: 1.0-alpha
-- script: lua -- script: lua

View File

@@ -5,6 +5,7 @@ Screen.register({
"go_to_toilet", "go_to_toilet",
"go_to_walking_to_office", "go_to_walking_to_office",
"go_to_sleep", "go_to_sleep",
"go_to_end",
}, },
background = "bedroom", background = "bedroom",
draw = function() draw = function()

View File

@@ -75,5 +75,14 @@ Screen.register({
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue) Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue) Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end end
if Ascension.get_level() > 0 then
local asc_y = meter_start_y + #meter_list * 20
local asc_letter_y = asc_y + 10
local asc_spacing = 8
local asc_total_w = Ascension.get_level() * asc_spacing
local asc_x = math.floor((sw - asc_total_w) / 2)
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
end
end, end,
}) })

View File

@@ -22,6 +22,10 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed. --- Checks if Right is pressed.
--- @within Input --- @within Input
function Input.right() return btnp(INPUT_KEY_RIGHT) end function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Space is pressed.
--- @within Input
function Input.space() return keyp(INPUT_KEY_SPACE) end
--- Checks if Select is pressed. --- Checks if Select is pressed.
--- @within Input --- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end

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@@ -26,8 +26,10 @@ function TIC()
Timer.update() Timer.update()
Trigger.update() Trigger.update()
Glitch.draw() Glitch.draw()
Ascension.update_fade()
if Context.game_in_progress then if Context.game_in_progress then
Meter.draw() Meter.draw()
Timer.draw() Timer.draw()
end end
Ascension.draw_flash()
end end

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@@ -1,6 +1,8 @@
--- @section TTGIntroWindow --- @section TTGIntroWindow
TTGIntroWindow.timer = 180 TTGIntroWindow.timer = 180
TTGIntroWindow.glitch_started = false TTGIntroWindow.glitch_started = false
TTGIntroWindow.space_count = 0
TTGIntroWindow.space_timer = 0
TTGIntroWindow.text = [[ TTGIntroWindow.text = [[
###### ###### ###### ###### ###### ######
## ## # ## ## #
@@ -25,8 +27,19 @@ function TTGIntroWindow.update()
TTGIntroWindow.glitch_started = true TTGIntroWindow.glitch_started = true
end end
-- Count menu_back presses during the intro
if Input.menu_back() then
TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1
end
TTGIntroWindow.timer = TTGIntroWindow.timer - 1 TTGIntroWindow.timer = TTGIntroWindow.timer - 1
if TTGIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then if TTGIntroWindow.timer <= 0 or Input.menu_confirm() then
-- Evaluate exactly 3 presses at the end of the intro
if TTGIntroWindow.space_count == 3 then
Context.test_mode = true
MenuWindow.refresh_menu_items()
Audio.sfx_success()
end
Glitch.hide() Glitch.hide()
Window.set_current("intro_brief") Window.set_current("intro_brief")
end end

View File

@@ -4,7 +4,11 @@ local _menu_items = {}
--- Draws the menu window. --- Draws the menu window.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.draw() function MenuWindow.draw()
UI.draw_top_bar("Definitely not an Impostor") local title = "Definitely not an Impostor"
if Context.test_mode then
title = title .. " (TEST MODE)"
end
UI.draw_top_bar(title)
local menu_h = #_menu_items * 10 local menu_h = #_menu_items * 10
local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2 local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2
@@ -81,6 +85,14 @@ function MenuWindow.continued()
GameWindow.set_state("continued") GameWindow.set_state("continued")
end end
--- Opens the minigame ddr test menu.
--- @within MenuWindow
function MenuWindow.ddr_test()
AudioTestWindow.init()
GameWindow.set_state("minigame_ddr")
MinigameDDRWindow.start("menu", nil)
end
--- Refreshes menu items. --- Refreshes menu items.
--- @within MenuWindow --- @within MenuWindow
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
@@ -93,8 +105,13 @@ function MenuWindow.refresh_menu_items()
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game}) table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game}) table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration}) table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued}) if Context.test_mode then
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
end
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit}) table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.current_menu_item = 1 Context.current_menu_item = 1

View File

@@ -141,16 +141,16 @@ local function draw_arrow(x, y, direction, color)
local half = size / 2 local half = size / 2
if direction == "left" then if direction == "left" then
tri(x + half, y, x, y + half, x + half, y + size, color) tri(x + half, y, x, y + half, x + half, y + size, color)
rect(x + half, y + half - 2, half, 4, color) rectb(x + half, y + half - 2, half, 4, color)
elseif direction == "right" then elseif direction == "right" then
tri(x + half, y, x + size, y + half, x + half, y + size, color) tri(x + half, y, x + size, y + half, x + half, y + size, color)
rect(x, y + half - 2, half, 4, color) rectb(x, y + half - 2, half, 4, color)
elseif direction == "up" then elseif direction == "up" then
tri(x, y + half, x + half, y, x + size, y + half, color) tri(x, y + half, x + half, y, x + size, y + half, color)
rect(x + half - 2, y + half, 4, half, color) rectb(x + half - 2, y + half, 4, half, color)
elseif direction == "down" then elseif direction == "down" then
tri(x, y + half, x + half, y + size, x + size, y + half, color) tri(x, y + half, x + half, y + size, x + size, y + half, color)
rect(x + half - 2, y, 4, half, color) rectb(x + half - 2, y, 4, half, color)
end end
end end

View File

@@ -16,13 +16,18 @@ He says nothing.
local state = STATE_TEXT local state = STATE_TEXT
local text_y = Config.screen.height local text_y = Config.screen.height
local text_speed = 0.4 local text_speed = 0.2
local day_timer = 0 local day_timer = 0
local day_display_frames = 120 local day_display_frames = 120
local text_done = false
local text_done_timer = 0
local TEXT_DONE_HOLD_FRAMES = 120
local selected_choice = 1 local selected_choice = 1
local text = DEFAULT_TEXT local text = DEFAULT_TEXT
local day_text_override = nil local day_text_override = nil
local on_text_complete = nil local on_text_complete = nil
local show_mysterious_screen = true
local trigger_flash_on_wake = false
local choices = { local choices = {
{ {
@@ -47,16 +52,30 @@ end
--- * text (string) Override for the scrolling text.<br/> --- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/> --- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/> --- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
--- * skip_text (boolean) If true, skip the text phase and go straight to day display.<br/>
function MysteriousManWindow.start(options) function MysteriousManWindow.start(options)
options = options or {} options = options or {}
state = STATE_TEXT
text_y = Config.screen.height
day_timer = 0 day_timer = 0
text_done = false
text_done_timer = 0
selected_choice = 1 selected_choice = 1
text = options.text or DEFAULT_TEXT text = options.text or DEFAULT_TEXT
local line_count = 1
for _ in string.gmatch(text, "\n") do line_count = line_count + 1 end
local text_block_h = line_count * 8
text_y = math.floor((Config.screen.height - text_block_h) / 2)
day_text_override = options.day_text day_text_override = options.day_text
on_text_complete = options.on_text_complete on_text_complete = options.on_text_complete
Meter.hide() Meter.hide()
trigger_flash_on_wake = not options.skip_text
if options.skip_text then
show_mysterious_screen = false
state = STATE_DAY
day_timer = day_display_frames
else
show_mysterious_screen = true
state = STATE_TEXT
end
Window.set_current("mysterious_man") Window.set_current("mysterious_man")
end end
@@ -86,6 +105,10 @@ local function wake_up()
Audio.music_play_wakingup() Audio.music_play_wakingup()
Context.home_norman_visible = true Context.home_norman_visible = true
Meter.show() Meter.show()
if trigger_flash_on_wake then
trigger_flash_on_wake = false
Ascension.start_flash()
end
Window.set_current("game") Window.set_current("game")
end, end,
}) })
@@ -101,26 +124,34 @@ end
--- @within MysteriousManWindow --- @within MysteriousManWindow
function MysteriousManWindow.update() function MysteriousManWindow.update()
if state == STATE_TEXT then if state == STATE_TEXT then
text_y = text_y - text_speed if not text_done then
text_y = text_y - text_speed
local lines = 1 local lines = 1
for _ in string.gmatch(text, "\n") do for _ in string.gmatch(text, "\n") do
lines = lines + 1 lines = lines + 1
end end
if text_y < -lines * 8 then if text_y < -lines * 8 then
go_to_day_state() text_done = true
end text_done_timer = TEXT_DONE_HOLD_FRAMES
end
if Input.select() then else
go_to_day_state() text_done_timer = text_done_timer - 1
if text_done_timer <= 0 then
go_to_day_state()
end
end end
elseif state == STATE_DAY then elseif state == STATE_DAY then
day_timer = day_timer - 1 day_timer = day_timer - 1
if day_timer <= 0 or Input.select() then if day_timer <= 0 or Input.select() then
state = STATE_CHOICE if trigger_flash_on_wake or Ascension.get_level() < 1 then
selected_choice = 1 wake_up()
else
state = STATE_CHOICE
selected_choice = 1
end
end end
elseif state == STATE_CHOICE then elseif state == STATE_CHOICE then
selected_choice = UI.update_menu(choices, selected_choice) selected_choice = UI.update_menu(choices, selected_choice)
@@ -140,11 +171,17 @@ end
--- @within MysteriousManWindow --- @within MysteriousManWindow
function MysteriousManWindow.draw() function MysteriousManWindow.draw()
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
Screen.draw_the_mysterious_screen() if show_mysterious_screen then
Screen.draw_the_mysterious_screen()
end
if state == STATE_TEXT then if state == STATE_TEXT then
local x = (Config.screen.width - 132) / 2 local cx = Config.screen.width / 2
Print.text(text, x, text_y, Config.colors.light_grey) local line_y = text_y
for line in (text .. "\n"):gmatch("(.-)\n") do
Print.text_center(line, cx, line_y, Config.colors.light_grey)
line_y = line_y + 8
end
elseif state == STATE_DAY then elseif state == STATE_DAY then
local day_text = day_text_override or ("Day " .. Context.day_count) local day_text = day_text_override or ("Day " .. Context.day_count)
Print.text_center( Print.text_center(

View File

@@ -0,0 +1,130 @@
unpack = unpack or table.unpack
function build_markov_model(sequence, order)
local function make_key(tbl)
return table.concat(tbl, "|")
end
local function unmake_key(k)
local result = {}
for t in string.gmatch(k, "[^|]+") do
result[#result + 1] = t
end
return result
end
local function add_key(str, value)
return str .. "|" .. value
end
local function split_last(full)
local i = full:match(".*()|")
return full:sub(1, i-1), full:sub(i+1)
end
local counts = {}
local totals = {}
-- count
for i = 1, #sequence - order do
local notes = make_key({unpack(sequence, i, i + order - 1)})
totals[notes] = (totals[notes] or 0) + 1
local notes_full = add_key(notes, sequence[i + order])
counts[notes_full] = (counts[notes_full] or 0) + 1
end
-- build model
local model = {}
for notes_full,count in pairs(counts) do
local notes, _ = split_last(notes_full)
model[notes_full] = count[notes_full] / total[notes]
end
return {
order = order,
model = model,
counts = counts -- keep raw counts (useful!)
}
end
function generate_sequence(model_data, length)
local model = model_data.model
local order = model_data.order
-- helper: split key into parts
local function split(k)
local t = {}
for part in string.gmatch(k, "[^|]+") do
t[#t+1] = part
end
return t
end
-- pick random starting state
local start_key
for k,_ in pairs(model) do
start_key = k
break
end
-- (optional: better random start)
for k,_ in pairs(model) do
if math.random() < 0.1 then
start_key = k
end
end
local parts = split(start_key)
-- initial sequence = first `order` items
local seq = {}
for i = 1, order do
seq[i] = parts[i]
end
-- generation loop
while #seq < length do
-- build current state key
local state = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
-- collect matching transitions
local matches = {}
for full,prob in pairs(model) do
if full:sub(1, #state) == state and full:sub(#state+1, #state+1) == "|" then
matches[#matches+1] = {key=full, prob=prob}
end
end
if #matches == 0 then break end
-- weighted pick
local r = math.random()
local sum = 0
local chosen
for _,m in ipairs(matches) do
sum = sum + m.prob
if r <= sum then
chosen = m.key
break
end
end
if not chosen then
chosen = matches[#matches].key
end
-- extract next symbol (after last '|')
local next_symbol = chosen:match("|([^|]+)$")
seq[#seq+1] = next_symbol
end
return seq
end
-- todo: feed samples

View File

@@ -0,0 +1 @@
-- todo